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  • Change Image Source using JQuery

    - by Sachin Gaur
    I have few images and their rollover images. I want to show/hide the rollover image when onmousemove/onmouseout event using JQuery. All my images name follow the same pattern, like this: Original Image: Image.gif Rollover Image: Imageover.gif I want to insert and remove the "over" portion of image source in onmouseover and onmouseout event respectively. How can I do it using JQuery?

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  • Image upload storage strategies

    - by MatW
    When a user uploads an image to my site, the image goes through this process; user uploads pic store pic metadata in db, giving the image a unique id async image processing (thumbnail creation, cropping, etc) all images are stored in the same uploads folder So far the site is pretty small, and there are only ~200,000 images in the uploads directory. I realise I'm nowhere near the physical limit of files within a directory, but this approach clearly won't scale, so I was wondering if anyone had any advice on upload / storage strategies for handling large volumes of image uploads.

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  • Dragging a image in flex

    - by johnraja
    Hi I am having trouble in dragging a image within a loader. I am able to do zooming and rotating image but not moving image with mouse. Purpose is when I zoom a image info is out of boundaries and so is hidden. To see that info users should be able to drag the image any way they want. Please help.

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  • Image Not Loading (WordPress Template)

    - by iMayne
    Hello again. Im adding an image to my wordpress theme through dreamweaver cs4 and themedreamer. The image will go in the sidebar.php. When I inserted an image it doesnt shows in firefox and explorer. With safari, the image only shows an empty box with a question sign in the middle. Is there a special way to add image in a wordpress template?

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  • proper fill an image larger than screen

    - by madcat
    what I wanted to achieve here is simply fit the image width to the screen on both orientations and use UIScrollView to just allow scroll vertically to see the whole image. both viewController and view are created pragmatically. the image loaded is larger than screen on both width and height. here is the related code in my viewController: - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } - (void)loadView { UIScreen *screen = [UIScreen mainScreen]; CGRect rect = [screen applicationFrame]; self.view = [[UIView alloc] initWithFrame:rect]; self.view.contentMode = UIViewContentModeScaleAspectFill; self.view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; UIImage *img=[[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"image" ofType:@"png"]]; UIImageView *imgView =[[UIImageView alloc] initWithImage:img]; [img release]; imgView.contentMode = UIViewContentModeScaleAspectFill; imgView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; [self.view addSubview:imgView]; [imgView release]; } tried all combinations for both contentMode above, did not give me correct result. the most close I am getting now: I manually resize imgView in loadView, portrait mode would display correctly since app always starts with portrait mode, but in landscape mode, the width fits correctly, but image is centered vertically rather than top aligned. if I add the imgView to a scrollView, in landscape mode it looks like contentSize is not set to full image size. but when I scroll bounce I can see the image is there in full size. question: why I need to resize it manually? in landscape mode how and where I can 'move' the imgView, so imgView.frame.origin is (0,0) and works correctly with a scroll view? Thanks! UPDATE: I added: imgView.clipsToBounds = YES; and find out in landscape mode the image bounds is smaller than screen in height. so the question becomes how to have the image view keeps original ratio (thus shows the full image always) when rotated to landscape? do I need to manually resize it after rotation again?

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  • Binding Bitmapimge to Image in Wpf?

    - by Rev
    This is a simple Question (lets see) I want to bind bitmap image to Image. For doing this in cs code u must write this line. this.leftImage.Source = new BitmapImage(new Uri(@"C:\a.bmp")); But I want make Binding from resources. Because In release time resources became part of project.exe file and if you make binding from file(Mean set Image.source with Image file address), you must always put image file in the same address(disaster programing) :)

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  • display image and run script for fifteen seconds

    - by Ryan Max
    This is very similar to a question I asked the other day but my page code has become significantly more complicated and I need to revisit it. I've been using the following code: $('#myLink').click(function() { $('#myImg').attr('src', 'newImg.jpg'); setTimeout(function() { $('#myImg').attr('src', 'oldImg.jpg'); }, 15000); }); To replace an image for a set period of time (15 seconds) when the link is clicked, then after 15 seconds, revert to the original image. However now, I'd like to run a snippet of javascript as well when the link is clicked (in addition to replacing the image), and only when the link is clicked (it's related to the 15 second image) and then have the js code disappear as well after the 15 seconds...however I'm not sure how to have jquery send js code into the page...Basically I just want jQuery to "echo" this code onto the page underneath the 15 second while I am there, but I don't know how jquery formats this "echo". Does this question make sense? interval = 500; imgsrc = "webcam/image.jpg"; function Refresh() { tmp = new Date(); tmp = "?" + tmp.getTime(); document.images["image1"].src = imgsrc + tmp; setTimeout("Refresh()", interval); } Refresh(); It's script for a webcam. Basically it takes a new picture every half a second and replaces it on the page. You must forgive me, I'm new to jquery, I don't know how to make this script work in a jquery context. i'm sorry, I'm explaining badly. This is what I need to happen, step by step: 1) User comes to the page and there is a static image that says "Click here to view webcam" 2) User clicks image 3) Image is replaced by live webcam image, which is refreshed every .5 seconds by the second script in my question. 4) After 15 seconds the live webcam reverts back to the static image saying "click here to view webcam" It is ONLY during that 15 second interval that I wan the webcam refresh script running, otherwise it's wasting bandwidth on an element that isn't even shown. Sorry for the confusion.

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  • Display image at point using jQuery

    - by Chris
    I have an image with a click event handler that captures the location where you clicked. $("#image").click(function(e) { var x = e.pageX - $(this).offset().left; var y = e.pageY - $(this).offset().top; }); I want it so that when the image is clicked an image appears at that location on top of the image. How do I do this?

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  • How to check if there is an image present in the image view?

    - by Warrior
    I am new to iphone development. I want to check for a condition whether the image is present in the image view? I have created a image view such as UIImageView *subview = [[UIImageView alloc] initWithFrame:CGRectMake(10.0f, 6.0f,50.0f, 50.0f)]; How to check whether the image is present in the image view?Please help me out.Thanks.

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  • Image upload not functioning correctly

    - by PurpleSmurf
    I'm still trying to get to grips with PHP, and I'm trying to make a form that uploads a picture to a database. I don't have permissions for move_uploaded_file so I'm using the copy() as an alternative. Everywhere I've seen experiencing similar problems have all been with move_uploaded_file so I'm rather stuck. Trying to copy the image from the desktop doesn't seem to be working, it's not throwing up any more PHP errors but is displaying the error message for if something goes wrong. The form sends data to two tables in the database but I'm mainly concerned with the upload not working. There's over 200 lines so I'll post a snippet of the upload code, thank you in advance: function getExtension($str) { $i = strrpos($str,"."); if (!$i) { return ""; } $l = strlen($str) - $i; $ext = substr($str,$i+1,$l); return $ext; } //This variable is used as a flag. The value is initialized with 0 (meaning no error found) and it will be changed to 1 if an errro occures. If the error occures the file will not be uploaded. $errors=0; //checks if the form has been submitted if(isset($_POST['submitted'])) { //reads the name of the file the user submitted for uploading $image=$_FILES['image']['name']; //if it is not empty if ($image) { //get the original name of the file from the clients machine $filename = stripslashes($_FILES['image']['name']); //get the extension of the file in a lower case format $extension = getExtension($filename); $extension = strtolower($extension); //if it is unknown extension, class as an error and do not upload the file, otherwise continue if (($extension != "jpg") && ($extension != "jpeg") && ($extension != "png") && ($extension != "gif")) { //print error message echo '<h1>Unknown extension!</h1>'; $errors=1; } else { //get the size of the image in bytes //$_FILES['image']['tmp_name'] is the temporary filename of the file in which the uploaded file was stored on the server $size=filesize($_FILES['image']['tmp_name']); //give an unique name, for example the time in unix time format $image_name=time().'.'.$extension; //the new name will be containing the full path where will be stored (images folder) $newname="/home/k0929907/www/uploads/".$image_name; //verify if the image has been uploaded, and print error instead $copied = copy($_FILES['image']['tmp_name'], $newname); if (!$copied) { echo '<h1>Copy unsuccessfull!</h1>'; $errors=1; } } } }

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  • loading an image through javascript

    - by scatman
    is there a way to load the full binary of an image in javascript? what i want to do is to allow the user to preview an image before uploading it. ie the user selects an image on his local drive (C:\image.jpg) , view it, and decides to upload or cancel. i tried to set the source to the image path, but it didn't work since it is outside the webapplication project folder. any help?

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  • IIS7 dynamic_compression_not_success Reason 12

    - by Peter Oehlert
    So, I'm a bit of an IIS7 n00b but I've used most of the old IIS systems going back to 3. I'm trying to turn on dynamic compression and it's working, mostly. It doesn't work for my ADO.Net Data Service (Astoria) requests, batched or not. I found the freb tracing which was really helpful. And what I come up with unbatched requests is that it returns Reason Code 12, NO_MATCHING_CONTENT_TYPE. OK, so I don't have the matching mime type specified, that's easy. Except this is what I have in my web.config (which I think is correct, but maybe not). <httpCompression dynamicCompressionDisableCpuUsage="100" dynamicCompressionEnableCpuUsage="100" noCompressionForHttp10="false" noCompressionForProxies="false" noCompressionForRange="false" sendCacheHeaders="true" staticCompressionDisableCpuUsage="100" staticCompressionEnableCpuUsage="100"> <dynamicTypes> <clear/> <add mimeType="*/*" enabled="true" /> </dynamicTypes> <staticTypes> <clear/> <add mimeType="*/*" enabled="true" /> </staticTypes> </httpCompression> <urlCompression doDynamicCompression="true" doStaticCompression="true" dynamicCompressionBeforeCache="false" /> Now I think that this means it should compress any request that includes the Accept:Gzip header. I'd love to know what others might think here. My fiddler trace: GET /SecurityDataService.svc/GetCurrentAccount HTTP/1.1 Accept-Charset: UTF-8 Accept-Language: en-us dataserviceversion: 1.0;Silverlight Accept: application/atom+xml,application/xml maxdataserviceversion: 1.0;Silverlight Referer: http://sdev03/apptestpage.aspx Accept-Encoding: gzip, deflate User-Agent: Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; WOW64; Trident/4.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.5.21022; .NET CLR 3.5.30729; InfoPath.2; .NET CLR 3.0.30729; OfficeLiveConnector.1.4; OfficeLivePatch.1.3) Host: sdev03 Connection: Keep-Alive Cookie: .ASPXAUTH=<snip> HTTP/1.1 200 OK Cache-Control: no-cache Content-Type: application/atom+xml;charset=utf-8 Server: Microsoft-IIS/7.0 DataServiceVersion: 1.0; X-AspNet-Version: 2.0.50727 X-Powered-By: ASP.NET Date: Mon, 22 Mar 2010 22:29:06 GMT Content-Length: 2726 <?xml version="1.0" encoding="utf-8" standalone="yes"?> *** <snip> removed ***

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  • Create "raw disk file" from WIM file

    - by Joe Baltimore
    First timer here. I've searched around here, but haven't found a question like the one I have. Apologies if I missed it. The challenge at hand: produce a "raw disk image file" from a given WIM file. What I am pursuing so far is to use imagex.exe with the "/apply" operation to take the WIM and lay it down in a directory on a server. That seems to produce all the necessary "stuff" I need in that directory. How would I take that content and produce a "raw disk image file"? I'm told the definition of "raw disk image file" is a block-by-block copy of the disk image, which I hope is the output of the "imagex.exe /apply" command I use currently, but stored in a single file I can hand back to another system in our solution. imagex.exe /apply image.wim 1 R:\WimImagePoint I would like to take the contents of R:\WimImagePoint and produce the elusive (to me) "raw disk image file". ISO is not what they want, nor is anything requiring winPE. Any pointers? External utilities' references are welcome. Would like to avoid unmanaged code solutions as much as possible, but will entertain them if that's the only route. Also, I am not married to the idea of imagex /apply as the starting point, it's just the comfort zone so far.

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  • 20GB+ worth of emails in my /home what is a better solution for that?

    - by Skinkie
    My email storage requirements are outgrowing anything reasonable with respect to local mail storage. As we speak 99% of my home partition is filled with personal mail in Thunderbirds mail dirs. Needless to say, this is just painful, badly searchable and as history has proven me that backups work, but Thunderbird is capable of loosing a lot of mail very easily. Currently I have an remote IMAPS server (Dovecot) running for my daily mail, accessible from anywhere, which from my own practice works efficiently up to about 1000 emails. Then some archive directories should be used to move mail around. I have been looking into DBMail, but I wonder if I make my case worse or better which such solution. None of the supported database employ string deduplication or string compression out of the box, so is this going to help me with 20GB+ mail? What about falling back to a plain old IMAP server? A filesystem like ZFS would support stuff like GZIP transparently, which could help. Could someone share their thoughts? The 20GB mostly consists of mailinglists, and normal mail. Not things like attachments. To add some clarifications; As we speak, my mail is not server side indexed at all - only my new mail arrives at a remote IMAP server. It is all local storage from former POP3 accounts, local mirrored Gmail and IMAP accounts. In my perspective it is not Thunderbird that sucks, its fileformat that sucks. Regarding the 1000 mails. On the road I am using Alpine and MobileMail, quite happy with both of them, but some management is required to actually manage the mail. Sieve helps a lot with that, but browing through 10.000 e-mails is not fun, especially not on a mobile client. I am quite happy with Dovecot, never had any issues with it. I just wonder if this is the way to go. Or if there are any other better solutions. What my question is: what is the best practice solution that allows 20GB+ mails and is -on demand remotely accessible, easy to backup and archive worthy. It doesn't need to be available 24x7. The final approach I took was installing a local IMAP server (Dovecot), configured it for being my archive, using the following guide: http://en.gentoo-wiki.com/wiki/Dovecot/InstallThunderbird

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  • Is there a way to initialize ImageKit's IKSaveOptions to default to TIFF with LZW compression?

    - by Rei
    I'm using Mac OS X 10.6 SDK ImageKit's IKSaveOptions to add the file format accessory to an NSSavePanel using: - (id)initWithImageProperties:(NSDictionary *)imageProperties imageUTType:(NSString *)imageUTType; and - (void)addSaveOptionsAccessoryViewToSavePanel:(NSSavePanel *)savePanel; I have tried creating an NSDictionary to specify Compression = 5, but I cannot seem to get the IKSaveOptions to show Format:TIFF, Compression:LZW when the NSSavePanel first appears. I've also tried saving the returned imageProperties dictionary and the userSelection dictionary, and then tried feeding that back in for the next time, but the NSSavePanel always defaults to Format:TIFF with Compression:None. Does anyone know how to customize the default format/compression that shows up in the accessory view? I would like to default the save options to TIFF/LZW and furthermore would like to restore the user's last file format choice for next time. I am able to control the file format using the imageUTType (e.g. kUTTypeJPEG, kUTTypePNG, kUTTypeTIFF, etc) but I am still unable to set the initial compression option for TIFF or JPEG formats. Thanks, -Rei

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  • Preload Images with javascript

    - by user271619
    Here is my preload script: <script type="text/javascript"> Image_1 = new Image(1,1); Image_1.src = "images/sprites.png"; </script> And it works fine. I can see in the headers the image loading. Here's my question. Even though I have preloaded sprites.png, I notice that when I go to a page on my site that simply displays that entire image, the headers tell me my browser is requesting the server to send the image again. I'm hoping to not sound too naive. But, why would the browser request the image when I preloaded it earlier? Are there other reasons the browser would need to re-request? Also, I put the dimensions as Image(1,1). Sometimes I don't know the dimensions, as that image gets updated from time to time. Maybe that's a reason?

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  • No events are fired from an imagebrush via ImageOpened/ImageFailed

    - by umlgorithm
    A canvas is received from the server, and an image brush is extracted from the canvas via searching for a bunch of pathes. In summary, Canvas - Path - Path.Fill - ImageBrush. Now, I want to take a snapshot of the ImageBrush using WriteableBitmap when it is loaded and here is what I did var imageBrushes = VisualTreeUtility.FindVisualChildren<Path>(canvas) .Where(i => i.Fill.GetType() == typeof(ImageBrush)) .Select(p => p.Fill); foreach(var image in imageBrushes) { image.ImageOpened += delegate { //never gets here }; image.ImageFailed += delegate { //never gets here either }; // if the image is already loaded if (((BitmapSource)image.ImageSource).PixelWidth != 0) { // never gets here either } } As you can see the comments in the code above, no matter what I try, I can't seem to catch an event from the image. Any suggestions?

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  • Trying to generate proportionally cropped thumbnails at a fixed width/height with PHP GD

    - by Chuck
    I'm trying to create a Thumbnail Generator in PHP with GD that will take an image and reduce it to a fixed width/height. The square it takes from the original image (based on my fixed width/height) will come from the center of the image to give a proportionally correct thumbnail. I'll try to demonstrate that confusing sentence with some nice ASCII :} LANDSCAPE EXAMPLE: XXXXXXXXXXXXXXXX XXXXOOOOOOOOXXXX XXXXOOOOOOOOXXXX XXXXOOOOOOOOXXXX XXXXOOOOOOOOXXXX XXXXXXXXXXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX PORTRAIT EXAMPLE: XXXXXXXX XXXXXXXX OOOOOOOO OOOOOOOO OOOOOOOO OOOOOOOO XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX As you can see, it pulls out a square from the center of the image to use as a thumbnail. It seems simple, in theory, to get the height/width of the image and then calculate the offset based on my fixed width/height to get the thumbnail. But I can't seem to think of a way to code it :/ Also, how would I go about resizing the image before pulling out the center square? So the thumbnail contains a detailed image of the original rather than some zoomed in graphic?

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  • GDC 2012: DXT is NOT ENOUGH! Advanced texture compression for games

    GDC 2012: DXT is NOT ENOUGH! Advanced texture compression for games (Pre-recorded GDC content) Tired of fighting to fit your textures on disk? Too many bad reviews on long download times? Fix it! Don't settle for putting your raw DXT files in a ZIP, instead, compress your DXT textures by an extra 50%-70%! This talk will cover various ways to increase the compression of your game textures to allow for smaller distributables without introducing error, and allowing for fast on-demand decompression at run time. We'll cover how to losslessly squeeze your data with Huffman, block expansion, vector quantization, and we'll even take a look at what MegaTexture is doing too. If you've ever fought to fit textures into memory, this is the talk for you. Speaker: Colt McAnlis From: GoogleDevelopers Views: 1132 21 ratings Time: 33:05 More in Science & Technology

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  • Annotate source code with diagrams as comments

    - by Steven Lu
    I write a lot of (primarily c++ and javascript) code that touches upon computational geometry and graphics and those kinds of topics, so I have found that visual diagrams have been an indispensable part of the process of solving problems. I have determined just now that "oh, wouldn't it just be fantastic if I could somehow attach a hand-drawn diagram to a piece of code as a comment", and this would allow me to come back to something I worked on, days, weeks, months earlier and far more quickly re-grok my algorithms. As a visual learner, I feel like this has the potential to improve my productivity with almost every type of programming because simple diagrams can help with understanding and reasoning about any type of non-trivial data structure. Graphs for example. During graph theory class at university I had only ever been able to truly comprehend the graph relationships that I could actually draw diagrammatical representations of. So... No IDE to my knowledge lets you save a picture as a comment to code. My thinking was that I or someone else could come up with some reasonably easy-to-use tool that can convert an image into a base64 binary string which I can then insert into my code. If the conversion/insertion process can be streamlined enough it would allow a far better connection between the diagram and the actual code, so I no longer need to chronographically search through my notebooks. Even more awesome: plugins for the IDEs to automatically parse out and display the image. There is absolutely nothing difficult about this from a theoretical point of view. My guess is that it would take some extra time for me to actually figure out how to extend my favorite IDEs and maintain these plugins, so I'd be totally happy with a sort of code post-processor which would do the same parsing out and rendering of the images and show them side by side with the code, inside of a browser or something. Since I'm a javascript programmer by trade. What do people think? Would anyone pay for this? I would.

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  • Stereo images rectification and disparity: which algorithms?

    - by alessandro.francesconi
    I'm trying to figure out what are currently the two most efficent algorithms that permit, starting from a L/R pair of stereo images created using a traditional camera (so affected by some epipolar lines misalignment), to produce a pair of adjusted images plus their depth information by looking at their disparity. Actually I've found lots of papers about these two methods, like: "Computing Rectifying Homographies for Stereo Vision" (Zhang - seems one of the best for rectification only) "Three-step image recti?cation" (Monasse) "Rectification and Disparity" (slideshow by Navab) "A fast area-based stereo matching algorithm" (Di Stefano - seems a bit inaccurate) "Computing Visual Correspondence with Occlusions via Graph Cuts" (Kolmogorov - this one produces a very good disparity map, with also occlusion informations, but is it efficient?) "Dense Disparity Map Estimation Respecting Image Discontinuities" (Alvarez - toooo long for a first review) Anyone could please give me some advices for orienting into this wide topic? What kind of algorithm/method should I treat first, considering that I'll work on a very simple input: a pair of left and right images and nothing else, no more information (some papers are based on additional, pre-taken, calibration infos)? Speaking about working implementations, the only interesting results I've seen so far belongs to this piece of software, but only for automatic rectification, not disparity: http://stereo.jpn.org/eng/stphmkr/index.html I tried the "auto-adjustment" feature and seems really effective. Too bad there is no source code...

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  • How to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • Recommended formats to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • How do I image my hard drive for backup? Or do I just need to backup the files?

    - by NoCatharsis
    I have never imaged a hard drive, so I don't know what software to use or how to prepare my system for imaging. Is this the best way to backup? In the past, I've always just kept a copy of my important files on an external drive and in Gmail or DropBox for smaller stuff, but it would be nice to just take one image and restore from that if something ever goes wrong. Thanks for the help. EDIT: I'm sorry, I forgot to mention the OS. I would like to do this for my home and work computers, which are Vista and XP respectively. And actually I'm about to upgrade to Windows 7 at home, so details on that would be appreciated too.

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